- Implement Combat Service - Implement Damage Calculator - Implement Effect Processor - Implement Combat Actions - Created Combat API Endpoints
94 KiB
Phase 4: Combat & Progression Systems - Implementation Plan
Status: In Progress - Week 1 Complete Timeline: 4-5 weeks Last Updated: November 26, 2025 Document Version: 1.1
Completion Summary
Week 1: Combat Backend - COMPLETE
| Task | Description | Status | Tests |
|---|---|---|---|
| 1.1 | Verify Combat Data Models | ✅ Complete | - |
| 1.2 | Implement Combat Service | ✅ Complete | 25 tests |
| 1.3 | Implement Damage Calculator | ✅ Complete | 39 tests |
| 1.4 | Implement Effect Processor | ✅ Complete | - |
| 1.5 | Implement Combat Actions | ✅ Complete | - |
| 1.6 | Combat API Endpoints | ✅ Complete | 19 tests |
| 1.7 | Manual API Testing | ⏭️ Skipped | - |
Files Created:
/api/app/models/enemy.py- EnemyTemplate, LootEntry dataclasses/api/app/services/enemy_loader.py- YAML-based enemy loading/api/app/services/combat_service.py- Combat orchestration service/api/app/services/damage_calculator.py- Damage formula calculations/api/app/api/combat.py- REST API endpoints/api/app/data/enemies/*.yaml- 6 sample enemy definitions/api/tests/test_damage_calculator.py- 39 tests/api/tests/test_enemy_loader.py- 25 tests/api/tests/test_combat_service.py- 25 tests/api/tests/test_combat_api.py- 19 tests
Total Tests: 108 passing
Overview
This phase implements the core combat and progression systems for Code of Conquest, enabling turn-based tactical combat, inventory management, equipment, skill trees, and the NPC shop. This is a prerequisite for the story progression and quest systems.
Key Deliverables:
- Turn-based combat system (API + UI)
- Inventory & equipment management
- Skill tree visualization and unlocking
- XP and leveling system
- NPC shop
Phase Structure
| Sub-Phase | Duration | Focus |
|---|---|---|
| Phase 4A | 2-3 weeks | Combat Foundation |
| Phase 4B | 1-2 weeks | Skill Trees & Leveling |
| Phase 4C | 3-4 days | NPC Shop |
Total Estimated Time: 4-5 weeks (~140-175 hours)
Phase 4A: Combat Foundation (Weeks 1-3)
Week 1: Combat Backend & Data Models ✅ COMPLETE
Task 1.1: Verify Combat Data Models (2 hours) ✅ COMPLETE
Objective: Ensure all combat-related dataclasses are complete and correct
Files to Review:
/api/app/models/combat.py- Combatant, CombatEncounter/api/app/models/effects.py- Effect, all effect types/api/app/models/abilities.py- Ability, AbilityLoader/api/app/models/stats.py- Stats with computed properties
Verification Checklist:
Combatantdataclass has all required fieldscombatant_id,name,stats,current_hp,current_mpactive_effects,cooldowns,is_player
CombatEncounterdataclass completeencounter_id,combatants,turn_order,current_turn_indexcombat_log,round_number,status
- Effect types implemented: BUFF, DEBUFF, DOT, HOT, STUN, SHIELD
- Effect stacking logic correct (max_stacks, duration refresh)
- Ability loading from YAML works
- All dataclasses have
to_dict()andfrom_dict()methods
Acceptance Criteria: ✅ MET
- All combat models serialize/deserialize correctly
- Unit tests pass for combat models
- No missing fields or methods
Task 1.2: Implement Combat Service (1 day / 8 hours) ✅ COMPLETE
Objective: Create service layer for combat management
File: /api/app/services/combat_service.py
Implementation:
"""
Combat Service
Manages combat encounters, turn order, and combat state.
"""
from typing import Optional, List, Dict, Any
from dataclasses import asdict
import uuid
from app.models.combat import Combatant, CombatEncounter, CombatStatus
from app.models.character import Character
from app.models.effects import Effect
from app.models.abilities import Ability, AbilityLoader
from app.services.appwrite_service import AppwriteService
from app.utils.logging import get_logger
logger = get_logger(__file__)
class CombatNotFound(Exception):
"""Raised when combat encounter is not found."""
pass
class InvalidCombatAction(Exception):
"""Raised when combat action is invalid."""
pass
class CombatService:
"""Service for managing combat encounters."""
def __init__(self, appwrite_service: AppwriteService):
self.appwrite = appwrite_service
self.ability_loader = AbilityLoader()
self.collection_id = "combat_encounters"
def initiate_combat(
self,
session_id: str,
character: Character,
enemies: List[Dict[str, Any]]
) -> CombatEncounter:
"""
Initiate a new combat encounter.
Args:
session_id: Game session ID
character: Player character
enemies: List of enemy data dicts
Returns:
CombatEncounter instance
"""
combat_id = str(uuid.uuid4())
# Create player combatant
player_combatant = Combatant.from_character(character)
# Create enemy combatants
enemy_combatants = []
for i, enemy_data in enumerate(enemies):
enemy_combatant = Combatant.from_enemy_data(
enemy_id=f"{combat_id}_enemy_{i}",
enemy_data=enemy_data
)
enemy_combatants.append(enemy_combatant)
# Combine all combatants
all_combatants = [player_combatant] + enemy_combatants
# Roll initiative and create turn order
turn_order = self._roll_initiative(all_combatants)
# Create combat encounter
encounter = CombatEncounter(
combat_id=combat_id,
session_id=session_id,
combatants=all_combatants,
turn_order=turn_order,
current_turn_index=0,
combat_log=[],
round_number=1,
status=CombatStatus.IN_PROGRESS
)
# Save to database
self._save_encounter(encounter)
logger.info(f"Combat initiated: {combat_id}", extra={
"combat_id": combat_id,
"session_id": session_id,
"num_enemies": len(enemies)
})
return encounter
def _roll_initiative(self, combatants: List[Combatant]) -> List[str]:
"""
Roll initiative for all combatants and return turn order.
Args:
combatants: List of combatants
Returns:
List of combatant IDs in turn order (highest initiative first)
"""
import random
initiative_rolls = []
for combatant in combatants:
roll = random.randint(1, 20) + combatant.stats.speed
initiative_rolls.append((combatant.combatant_id, roll))
# Sort by initiative (highest first)
initiative_rolls.sort(key=lambda x: x[1], reverse=True)
return [combatant_id for combatant_id, _ in initiative_rolls]
def get_encounter(self, combat_id: str) -> CombatEncounter:
"""
Load combat encounter from database.
Args:
combat_id: Combat encounter ID
Returns:
CombatEncounter instance
Raises:
CombatNotFound: If combat not found
"""
try:
doc = self.appwrite.get_document(self.collection_id, combat_id)
return CombatEncounter.from_dict(doc)
except Exception as e:
raise CombatNotFound(f"Combat {combat_id} not found") from e
def process_action(
self,
combat_id: str,
action_type: str,
ability_id: Optional[str] = None,
target_id: Optional[str] = None,
item_id: Optional[str] = None
) -> Dict[str, Any]:
"""
Process a combat action.
Args:
combat_id: Combat encounter ID
action_type: "attack", "spell", "item", "defend"
ability_id: Ability ID (for attack/spell)
target_id: Target combatant ID
item_id: Item ID (for item use)
Returns:
Action result dict with damage, effects, etc.
Raises:
InvalidCombatAction: If action is invalid
"""
encounter = self.get_encounter(combat_id)
# Get current combatant
current_combatant_id = encounter.turn_order[encounter.current_turn_index]
current_combatant = encounter.get_combatant(current_combatant_id)
# Process effect ticks at start of turn
self._process_turn_start(encounter, current_combatant)
# Check if stunned
if current_combatant.is_stunned():
result = {
"action": "stunned",
"message": f"{current_combatant.name} is stunned and cannot act!"
}
encounter.combat_log.append(result["message"])
self._advance_turn(encounter)
self._save_encounter(encounter)
return result
# Execute action based on type
if action_type == "attack":
result = self._execute_attack(encounter, current_combatant, ability_id, target_id)
elif action_type == "spell":
result = self._execute_spell(encounter, current_combatant, ability_id, target_id)
elif action_type == "item":
result = self._execute_item(encounter, current_combatant, item_id, target_id)
elif action_type == "defend":
result = self._execute_defend(encounter, current_combatant)
else:
raise InvalidCombatAction(f"Invalid action type: {action_type}")
# Log action
encounter.combat_log.append(result["message"])
# Check for deaths
self._check_deaths(encounter)
# Check for combat end
if self._check_combat_end(encounter):
encounter.status = CombatStatus.VICTORY if self._player_won(encounter) else CombatStatus.DEFEAT
# Advance turn
self._advance_turn(encounter)
# Save encounter
self._save_encounter(encounter)
return result
def _process_turn_start(self, encounter: CombatEncounter, combatant: Combatant) -> None:
"""Process effects at start of combatant's turn."""
for effect in combatant.active_effects:
effect.tick(combatant)
# Remove expired effects
combatant.active_effects = [e for e in combatant.active_effects if not e.is_expired()]
# Reduce cooldowns
combatant.reduce_cooldowns()
def _advance_turn(self, encounter: CombatEncounter) -> None:
"""Advance to next turn."""
encounter.current_turn_index += 1
# If back to first combatant, increment round
if encounter.current_turn_index >= len(encounter.turn_order):
encounter.current_turn_index = 0
encounter.round_number += 1
def _check_deaths(self, encounter: CombatEncounter) -> None:
"""Check for dead combatants and remove from turn order."""
for combatant in encounter.combatants:
if combatant.current_hp <= 0 and combatant.combatant_id in encounter.turn_order:
encounter.turn_order.remove(combatant.combatant_id)
encounter.combat_log.append(f"{combatant.name} has been defeated!")
def _check_combat_end(self, encounter: CombatEncounter) -> bool:
"""Check if combat has ended."""
players_alive = any(c.is_player and c.current_hp > 0 for c in encounter.combatants)
enemies_alive = any(not c.is_player and c.current_hp > 0 for c in encounter.combatants)
return not (players_alive and enemies_alive)
def _player_won(self, encounter: CombatEncounter) -> bool:
"""Check if player won the combat."""
return any(c.is_player and c.current_hp > 0 for c in encounter.combatants)
def _save_encounter(self, encounter: CombatEncounter) -> None:
"""Save encounter to database."""
doc_data = encounter.to_dict()
try:
self.appwrite.update_document(self.collection_id, encounter.combat_id, doc_data)
except:
self.appwrite.create_document(self.collection_id, encounter.combat_id, doc_data)
# TODO: Implement _execute_attack, _execute_spell, _execute_item, _execute_defend
# These will be implemented in Task 1.3 (Damage Calculator)
Acceptance Criteria: ✅ MET
- Combat can be initiated with player + enemies
- Initiative rolls correctly
- Turn order maintained
- Combat state persists to GameSession
- Combat can be loaded from session
Task 1.3: Implement Damage Calculator (4 hours) ✅ COMPLETE
Objective: Calculate damage for physical/magical attacks with critical hits
File: /api/app/services/damage_calculator.py
Implementation:
"""
Damage Calculator
Calculates damage for attacks and spells, including critical hits.
"""
import random
from typing import Dict, Any
from app.models.stats import Stats
from app.models.abilities import Ability
from app.models.items import Item
from app.utils.logging import get_logger
logger = get_logger(__file__)
class DamageCalculator:
"""Calculate damage for combat actions."""
@staticmethod
def calculate_physical_damage(
attacker_stats: Stats,
defender_stats: Stats,
weapon: Item,
ability: Ability = None
) -> Dict[str, Any]:
"""
Calculate physical damage.
Formula: weapon.damage + (strength / 2) - target.defense
Min damage: 1
Args:
attacker_stats: Attacker's effective stats
defender_stats: Defender's effective stats
weapon: Equipped weapon
ability: Optional ability (for skills like Power Strike)
Returns:
Dict with damage, is_crit, message
"""
# Base damage from weapon
base_damage = weapon.damage if weapon else 1
# Add ability power if using skill
if ability:
base_damage += ability.calculate_power(attacker_stats)
# Add strength scaling
base_damage += attacker_stats.strength // 2
# Subtract defense
damage = base_damage - defender_stats.defense
# Min damage is 1
damage = max(1, damage)
# Check for critical hit
crit_chance = weapon.crit_chance if weapon else 0.05
is_crit = random.random() < crit_chance
if is_crit:
crit_mult = weapon.crit_multiplier if weapon else 2.0
damage = int(damage * crit_mult)
return {
"damage": damage,
"is_crit": is_crit,
"damage_type": "physical"
}
@staticmethod
def calculate_magical_damage(
attacker_stats: Stats,
defender_stats: Stats,
ability: Ability
) -> Dict[str, Any]:
"""
Calculate magical damage.
Formula: spell.damage + (magic_power / 2) - target.resistance
Min damage: 1
Args:
attacker_stats: Attacker's effective stats
defender_stats: Defender's effective stats
ability: Spell ability
Returns:
Dict with damage, is_crit, message
"""
# Base damage from spell
base_damage = ability.calculate_power(attacker_stats)
# Subtract magic resistance
damage = base_damage - defender_stats.resistance
# Min damage is 1
damage = max(1, damage)
# Spells don't crit by default (can be added per-spell)
is_crit = False
return {
"damage": damage,
"is_crit": is_crit,
"damage_type": "magical"
}
@staticmethod
def apply_damage(combatant, damage: int) -> int:
"""
Apply damage to combatant, considering shields.
Args:
combatant: Target combatant
damage: Damage amount
Returns:
Actual damage dealt to HP
"""
# Check for shield effects
shield_power = combatant.get_shield_power()
if shield_power > 0:
if damage <= shield_power:
# Shield absorbs all damage
combatant.reduce_shield(damage)
return 0
else:
# Shield absorbs partial damage
remaining_damage = damage - shield_power
combatant.reduce_shield(shield_power)
combatant.current_hp -= remaining_damage
return remaining_damage
else:
# No shield, apply damage directly
combatant.current_hp -= damage
return damage
Acceptance Criteria: ✅ MET
- Physical damage formula correct (39 unit tests)
- Magical damage formula correct
- Critical hits work (LUK-based chance, configurable multiplier)
- Shield absorption works (partial and full)
- Minimum damage is always 1
Task 1.4: Implement Effect Processor (4 hours) ✅ COMPLETE
Objective: Process effects (DOT, HOT, buffs, debuffs, stun, shield) at turn start
Implementation: Extend Effect class in /api/app/models/effects.py
Add Methods:
# In Effect class
def tick(self, combatant) -> None:
"""
Process this effect for one turn.
Args:
combatant: Combatant affected by this effect
"""
if self.effect_type == EffectType.DOT:
damage = self.power * self.stacks
combatant.current_hp -= damage
logger.info(f"{combatant.name} takes {damage} damage from {self.name}")
elif self.effect_type == EffectType.HOT:
healing = self.power * self.stacks
combatant.current_hp = min(combatant.current_hp + healing, combatant.stats.max_hp)
logger.info(f"{combatant.name} heals {healing} HP from {self.name}")
elif self.effect_type == EffectType.STUN:
# Stun doesn't tick damage, just prevents action
pass
elif self.effect_type == EffectType.SHIELD:
# Shield doesn't tick, it absorbs damage
pass
elif self.effect_type in [EffectType.BUFF, EffectType.DEBUFF]:
# Stat modifiers are applied via get_effective_stats()
pass
# Reduce duration
self.duration -= 1
Acceptance Criteria: ✅ MET
- DOT deals damage each turn
- HOT heals each turn (capped at max HP)
- Buffs/debuffs modify stats via
get_effective_stats() - Shields absorb damage before HP
- Stun prevents actions
- Effects expire when duration reaches 0
Task 1.5: Implement Combat Actions (1 day / 8 hours) ✅ COMPLETE
Objective: Implement _execute_attack, _execute_spell, _execute_item, _execute_defend in CombatService
Add to /api/app/services/combat_service.py:
def _execute_attack(
self,
encounter: CombatEncounter,
attacker: Combatant,
ability_id: str,
target_id: str
) -> Dict[str, Any]:
"""Execute physical attack."""
target = encounter.get_combatant(target_id)
ability = self.ability_loader.get_ability(ability_id) if ability_id else None
# Check mana cost
if ability and ability.mana_cost > attacker.current_mp:
raise InvalidCombatAction("Not enough mana")
# Check cooldown
if ability and not attacker.can_use_ability(ability.ability_id):
raise InvalidCombatAction("Ability is on cooldown")
# Calculate damage
from app.services.damage_calculator import DamageCalculator
weapon = attacker.equipped_weapon # Assume Combatant has this field
dmg_result = DamageCalculator.calculate_physical_damage(
attacker.stats,
target.stats,
weapon,
ability
)
# Apply damage
actual_damage = DamageCalculator.apply_damage(target, dmg_result["damage"])
# Apply effects from ability
if ability and ability.effects_applied:
for effect_data in ability.effects_applied:
effect = Effect.from_dict(effect_data)
target.apply_effect(effect)
# Consume mana
if ability:
attacker.current_mp -= ability.mana_cost
attacker.set_cooldown(ability.ability_id, ability.cooldown)
# Build message
crit_msg = " (CRITICAL HIT!)" if dmg_result["is_crit"] else ""
message = f"{attacker.name} attacks {target.name} for {actual_damage} damage{crit_msg}"
return {
"action": "attack",
"damage": actual_damage,
"is_crit": dmg_result["is_crit"],
"target": target.name,
"message": message
}
def _execute_spell(
self,
encounter: CombatEncounter,
caster: Combatant,
ability_id: str,
target_id: str
) -> Dict[str, Any]:
"""Execute spell."""
# Similar to _execute_attack but uses calculate_magical_damage
# Implementation left as exercise
pass
def _execute_item(
self,
encounter: CombatEncounter,
user: Combatant,
item_id: str,
target_id: str
) -> Dict[str, Any]:
"""Use item in combat."""
# Load item, apply effects (healing, buffs, etc.)
# Remove item from inventory
pass
def _execute_defend(
self,
encounter: CombatEncounter,
defender: Combatant
) -> Dict[str, Any]:
"""Enter defensive stance."""
# Apply temporary defense buff
from app.models.effects import Effect, EffectType
defense_buff = Effect(
effect_id="defend_buff",
name="Defending",
effect_type=EffectType.BUFF,
duration=1,
power=5,
stat_type="defense",
stacks=1,
max_stacks=1
)
defender.apply_effect(defense_buff)
return {
"action": "defend",
"message": f"{defender.name} takes a defensive stance (+5 defense)"
}
Acceptance Criteria: ✅ MET
- Attack action works (physical damage via DamageCalculator)
- Ability action works (magical damage, mana cost)
- Defend action applies temporary defense buff
- Flee action with DEX-based success chance
- All actions log messages to combat log
Task 1.6: Combat API Endpoints (1 day / 8 hours) ✅ COMPLETE
Objective: Create REST API for combat
File: /api/app/api/combat.py
Endpoints:
"""
Combat API Blueprint
Endpoints:
- POST /api/v1/combat/start - Initiate combat
- POST /api/v1/combat/<combat_id>/action - Take combat action
- GET /api/v1/combat/<combat_id>/state - Get combat state
- GET /api/v1/combat/<combat_id>/results - Get results after victory
"""
from flask import Blueprint, request, g
from app.services.combat_service import CombatService, CombatNotFound, InvalidCombatAction
from app.services.character_service import get_character_service
from app.services.appwrite_service import get_appwrite_service
from app.utils.response import success_response, created_response, error_response, not_found_response
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
combat_bp = Blueprint('combat', __name__)
@combat_bp.route('/start', methods=['POST'])
@require_auth
def start_combat():
"""
Initiate a new combat encounter.
Request JSON:
{
"session_id": "session_123",
"character_id": "char_abc",
"enemies": [
{
"name": "Goblin",
"level": 2,
"stats": {...}
}
]
}
Returns:
201 Created with combat encounter data
"""
data = request.get_json()
# Validate request
session_id = data.get('session_id')
character_id = data.get('character_id')
enemies = data.get('enemies', [])
if not session_id or not character_id:
return error_response("session_id and character_id required", 400)
# Load character
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
# Initiate combat
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.initiate_combat(session_id, character, enemies)
return created_response({
"combat_id": encounter.combat_id,
"turn_order": encounter.turn_order,
"current_turn": encounter.turn_order[0],
"round": encounter.round_number
})
@combat_bp.route('/<combat_id>/action', methods=['POST'])
@require_auth
def combat_action(combat_id: str):
"""
Take a combat action.
Request JSON:
{
"action_type": "attack", // "attack", "spell", "item", "defend"
"ability_id": "basic_attack",
"target_id": "enemy_1",
"item_id": null // for item use
}
Returns:
200 OK with action result
"""
data = request.get_json()
action_type = data.get('action_type')
ability_id = data.get('ability_id')
target_id = data.get('target_id')
item_id = data.get('item_id')
try:
combat_service = CombatService(get_appwrite_service())
result = combat_service.process_action(
combat_id,
action_type,
ability_id,
target_id,
item_id
)
# Get updated encounter state
encounter = combat_service.get_encounter(combat_id)
return success_response({
"action_result": result,
"combat_state": {
"current_turn": encounter.turn_order[encounter.current_turn_index] if encounter.turn_order else None,
"round": encounter.round_number,
"status": encounter.status.value,
"combatants": [c.to_dict() for c in encounter.combatants]
}
})
except CombatNotFound:
return not_found_response("Combat not found")
except InvalidCombatAction as e:
return error_response(str(e), 400)
@combat_bp.route('/<combat_id>/state', methods=['GET'])
@require_auth
def get_combat_state(combat_id: str):
"""Get current combat state."""
try:
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
return success_response({
"combat_id": encounter.combat_id,
"status": encounter.status.value,
"round": encounter.round_number,
"turn_order": encounter.turn_order,
"current_turn_index": encounter.current_turn_index,
"combatants": [c.to_dict() for c in encounter.combatants],
"combat_log": encounter.combat_log[-10:] # Last 10 messages
})
except CombatNotFound:
return not_found_response("Combat not found")
@combat_bp.route('/<combat_id>/results', methods=['GET'])
@require_auth
def get_combat_results(combat_id: str):
"""Get combat results (loot, XP, etc.)."""
try:
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
if encounter.status not in [CombatStatus.VICTORY, CombatStatus.DEFEAT]:
return error_response("Combat is still in progress", 400)
# Calculate rewards (TODO: implement loot/XP system)
results = {
"victory": encounter.status == CombatStatus.VICTORY,
"xp_gained": 100, # Placeholder
"gold_gained": 50, # Placeholder
"loot": [] # Placeholder
}
return success_response(results)
except CombatNotFound:
return not_found_response("Combat not found")
Don't forget to register blueprint in /api/app/__init__.py:
from app.api.combat import combat_bp
app.register_blueprint(combat_bp, url_prefix='/api/v1/combat')
Acceptance Criteria: ✅ MET
POST /api/v1/combat/startcreates combat encounterPOST /api/v1/combat/<session_id>/actionprocesses actionsGET /api/v1/combat/<session_id>/statereturns current statePOST /api/v1/combat/<session_id>/fleeattempts to fleePOST /api/v1/combat/<session_id>/enemy-turnexecutes enemy AIGET /api/v1/combat/enemieslists enemy templates (public)GET /api/v1/combat/enemies/<id>gets enemy details (public)- All combat endpoints require authentication (except enemy listing)
- 19 integration tests passing
Task 1.7: Manual API Testing (4 hours) ⏭️ SKIPPED
Objective: Test combat flow end-to-end via API
Test Cases:
-
Start Combat
curl -X POST http://localhost:5000/api/v1/combat/start \ -H "Authorization: Bearer <token>" \ -H "Content-Type: application/json" \ -d '{ "session_id": "session_123", "character_id": "char_abc", "enemies": [ { "name": "Goblin", "level": 2, "stats": { "strength": 8, "defense": 5, "max_hp": 30 } } ] }' -
Take Attack Action
curl -X POST http://localhost:5000/api/v1/combat/<combat_id>/action \ -H "Authorization: Bearer <token>" \ -H "Content-Type: application/json" \ -d '{ "action_type": "attack", "ability_id": "basic_attack", "target_id": "enemy_0" }' -
Get Combat State
curl -X GET http://localhost:5000/api/v1/combat/<combat_id>/state \ -H "Authorization: Bearer <token>"
Document in /api/docs/API_TESTING.md
Acceptance Criteria: ⏭️ SKIPPED (covered by automated tests)
- All endpoints return correct responses - ✅ via test_combat_api.py
- Combat flows from start to victory/defeat - ✅ via test_combat_service.py
- Damage calculations verified - ✅ via test_damage_calculator.py
- Effects process correctly - ✅ via test_combat_service.py
- Turn order maintained - ✅ via test_combat_service.py
Note: Manual testing skipped in favor of 108 comprehensive automated tests.
Week 2: Inventory & Equipment System ⏳ NEXT
Task 2.1: Verify Item Data Models (2 hours)
Objective: Review item system implementation
Files to Review:
/api/app/models/items.py- Item, ItemType, ItemRarity/api/app/models/enums.py- ItemType enum
Verification Checklist:
- Item dataclass complete with all fields
- ItemType enum: WEAPON, ARMOR, CONSUMABLE, QUEST_ITEM
- Item has
to_dict()andfrom_dict()methods - Weapon-specific fields: damage, crit_chance, crit_multiplier
- Armor-specific fields: defense, resistance
- Consumable-specific fields: effects
Acceptance Criteria:
- Item model can represent all item types
- Serialization works correctly
Task 2.2: Create Starting Items YAML (4 hours)
Objective: Define 20-30 basic items in YAML
Directory Structure:
/api/app/data/items/
├── weapons/
│ ├── swords.yaml
│ ├── bows.yaml
│ └── staves.yaml
├── armor/
│ ├── helmets.yaml
│ ├── chest.yaml
│ └── boots.yaml
└── consumables/
└── potions.yaml
Example: /api/app/data/items/weapons/swords.yaml
- item_id: "iron_sword"
name: "Iron Sword"
description: "A sturdy iron blade. Reliable and affordable."
item_type: "weapon"
rarity: "common"
value: 50
damage: 10
crit_chance: 0.05
crit_multiplier: 2.0
required_level: 1
is_tradeable: true
- item_id: "steel_sword"
name: "Steel Sword"
description: "Forged from high-quality steel. Sharper and more durable."
item_type: "weapon"
rarity: "uncommon"
value: 150
damage: 18
crit_chance: 0.08
crit_multiplier: 2.0
required_level: 3
is_tradeable: true
- item_id: "enchanted_blade"
name: "Enchanted Blade"
description: "A sword infused with magical energy."
item_type: "weapon"
rarity: "rare"
value: 500
damage: 30
crit_chance: 0.12
crit_multiplier: 2.5
required_level: 7
is_tradeable: true
Create Items:
- Weapons (10 items): Swords, bows, staves, daggers (common → legendary)
- Armor (10 items): Helmets, chest armor, boots (light/medium/heavy)
- Consumables (10 items): Health potions (small/medium/large), mana potions, antidotes, scrolls
Acceptance Criteria:
- At least 20 items defined
- Mix of item types and rarities
- Balanced stats for level requirements
- All YAML files valid and loadable
Task 2.3: Implement Inventory Service (1 day / 8 hours)
Objective: Service layer for inventory management
File: /api/app/services/inventory_service.py
Implementation:
"""
Inventory Service
Manages character inventory, equipment, and item usage.
"""
from typing import List, Optional
from app.models.items import Item, ItemType
from app.models.character import Character
from app.services.item_loader import ItemLoader
from app.services.appwrite_service import AppwriteService
from app.utils.logging import get_logger
logger = get_logger(__file__)
class InventoryError(Exception):
"""Base exception for inventory errors."""
pass
class ItemNotFound(InventoryError):
"""Raised when item is not found in inventory."""
pass
class CannotEquipItem(InventoryError):
"""Raised when item cannot be equipped."""
pass
class InventoryService:
"""Service for managing character inventory."""
def __init__(self, appwrite_service: AppwriteService):
self.appwrite = appwrite_service
self.item_loader = ItemLoader()
def get_inventory(self, character: Character) -> List[Item]:
"""
Get character's inventory.
Args:
character: Character instance
Returns:
List of Item instances
"""
return [self.item_loader.get_item(item_id) for item_id in character.inventory_item_ids]
def add_item(self, character: Character, item_id: str) -> None:
"""
Add item to character inventory.
Args:
character: Character instance
item_id: Item ID to add
"""
if item_id not in character.inventory_item_ids:
character.inventory_item_ids.append(item_id)
logger.info(f"Added item {item_id} to character {character.character_id}")
def remove_item(self, character: Character, item_id: str) -> None:
"""
Remove item from inventory.
Args:
character: Character instance
item_id: Item ID to remove
Raises:
ItemNotFound: If item not in inventory
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
character.inventory_item_ids.remove(item_id)
logger.info(f"Removed item {item_id} from character {character.character_id}")
def equip_item(self, character: Character, item_id: str, slot: str) -> None:
"""
Equip item to character.
Args:
character: Character instance
item_id: Item ID to equip
slot: Equipment slot (weapon, helmet, chest, boots, etc.)
Raises:
ItemNotFound: If item not in inventory
CannotEquipItem: If item cannot be equipped
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
item = self.item_loader.get_item(item_id)
# Validate item type matches slot
if item.item_type == ItemType.WEAPON and slot != "weapon":
raise CannotEquipItem("Weapon can only be equipped in weapon slot")
if item.item_type == ItemType.ARMOR:
# Armor has sub-types (helmet, chest, boots)
# Add validation based on item.armor_slot field
pass
if item.item_type == ItemType.CONSUMABLE:
raise CannotEquipItem("Consumables cannot be equipped")
# Check level requirement
if character.level < item.required_level:
raise CannotEquipItem(f"Requires level {item.required_level}")
# Unequip current item in slot (if any)
current_item_id = character.equipped.get(slot)
if current_item_id:
# Current item returns to inventory (already there)
pass
# Equip new item
character.equipped[slot] = item_id
logger.info(f"Equipped {item_id} to {slot} for character {character.character_id}")
def unequip_item(self, character: Character, slot: str) -> None:
"""
Unequip item from slot.
Args:
character: Character instance
slot: Equipment slot
"""
if slot not in character.equipped:
return
item_id = character.equipped[slot]
del character.equipped[slot]
logger.info(f"Unequipped {item_id} from {slot} for character {character.character_id}")
def use_consumable(self, character: Character, item_id: str) -> dict:
"""
Use consumable item.
Args:
character: Character instance
item_id: Consumable item ID
Returns:
Dict with effects applied
Raises:
ItemNotFound: If item not in inventory
CannotEquipItem: If item is not consumable
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
item = self.item_loader.get_item(item_id)
if item.item_type != ItemType.CONSUMABLE:
raise CannotEquipItem("Only consumables can be used")
# Apply effects (healing, mana, buffs)
effects_applied = []
if hasattr(item, 'hp_restore') and item.hp_restore > 0:
old_hp = character.current_hp
character.current_hp = min(character.current_hp + item.hp_restore, character.stats.max_hp)
actual_healing = character.current_hp - old_hp
effects_applied.append(f"Restored {actual_healing} HP")
if hasattr(item, 'mp_restore') and item.mp_restore > 0:
old_mp = character.current_mp
character.current_mp = min(character.current_mp + item.mp_restore, character.stats.max_mp)
actual_restore = character.current_mp - old_mp
effects_applied.append(f"Restored {actual_restore} MP")
# Remove item from inventory (consumables are single-use)
self.remove_item(character, item_id)
logger.info(f"Used consumable {item_id} for character {character.character_id}")
return {
"item_used": item.name,
"effects": effects_applied
}
Also create /api/app/services/item_loader.py:
"""
Item Loader
Loads items from YAML data files.
"""
import os
import yaml
from typing import Dict, Optional
from app.models.items import Item
from app.utils.logging import get_logger
logger = get_logger(__file__)
class ItemLoader:
"""Loads and caches items from YAML files."""
def __init__(self):
self.items: Dict[str, Item] = {}
self._load_all_items()
def _load_all_items(self) -> None:
"""Load all items from YAML files."""
base_dir = "app/data/items"
categories = ["weapons", "armor", "consumables"]
for category in categories:
category_dir = os.path.join(base_dir, category)
if not os.path.exists(category_dir):
continue
for yaml_file in os.listdir(category_dir):
if not yaml_file.endswith('.yaml'):
continue
filepath = os.path.join(category_dir, yaml_file)
self._load_items_from_file(filepath)
logger.info(f"Loaded {len(self.items)} items from YAML files")
def _load_items_from_file(self, filepath: str) -> None:
"""Load items from a single YAML file."""
with open(filepath, 'r') as f:
items_data = yaml.safe_load(f)
for item_data in items_data:
item = Item.from_dict(item_data)
self.items[item.item_id] = item
def get_item(self, item_id: str) -> Optional[Item]:
"""Get item by ID."""
return self.items.get(item_id)
def get_all_items(self) -> Dict[str, Item]:
"""Get all loaded items."""
return self.items
Acceptance Criteria:
- Inventory service can add/remove items
- Equip/unequip works with validation
- Consumables can be used (healing, mana restore)
- Item loader caches all items from YAML
- Character's equipped items tracked
Task 2.4: Inventory API Endpoints (1 day / 8 hours)
Objective: REST API for inventory management
File: /api/app/api/inventory.py
Endpoints:
"""
Inventory API Blueprint
Endpoints:
- GET /api/v1/characters/<id>/inventory - Get inventory
- POST /api/v1/characters/<id>/inventory/equip - Equip item
- POST /api/v1/characters/<id>/inventory/unequip - Unequip item
- POST /api/v1/characters/<id>/inventory/use - Use consumable
- DELETE /api/v1/characters/<id>/inventory/<item_id> - Drop item
"""
from flask import Blueprint, request, g
from app.services.inventory_service import InventoryService, InventoryError
from app.services.character_service import get_character_service
from app.services.appwrite_service import get_appwrite_service
from app.utils.response import success_response, error_response, not_found_response
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
inventory_bp = Blueprint('inventory', __name__)
@inventory_bp.route('/<character_id>/inventory', methods=['GET'])
@require_auth
def get_inventory(character_id: str):
"""Get character inventory."""
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
inventory_service = InventoryService(get_appwrite_service())
items = inventory_service.get_inventory(character)
return success_response({
"inventory": [item.to_dict() for item in items],
"equipped": character.equipped
})
@inventory_bp.route('/<character_id>/inventory/equip', methods=['POST'])
@require_auth
def equip_item(character_id: str):
"""
Equip item.
Request JSON:
{
"item_id": "iron_sword",
"slot": "weapon"
}
"""
data = request.get_json()
item_id = data.get('item_id')
slot = data.get('slot')
if not item_id or not slot:
return error_response("item_id and slot required", 400)
try:
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
inventory_service = InventoryService(get_appwrite_service())
inventory_service.equip_item(character, item_id, slot)
# Save character
char_service.update_character(character)
return success_response({
"equipped": character.equipped,
"message": f"Equipped {item_id} to {slot}"
})
except InventoryError as e:
return error_response(str(e), 400)
@inventory_bp.route('/<character_id>/inventory/unequip', methods=['POST'])
@require_auth
def unequip_item(character_id: str):
"""
Unequip item.
Request JSON:
{
"slot": "weapon"
}
"""
data = request.get_json()
slot = data.get('slot')
if not slot:
return error_response("slot required", 400)
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
inventory_service = InventoryService(get_appwrite_service())
inventory_service.unequip_item(character, slot)
# Save character
char_service.update_character(character)
return success_response({
"equipped": character.equipped,
"message": f"Unequipped item from {slot}"
})
@inventory_bp.route('/<character_id>/inventory/use', methods=['POST'])
@require_auth
def use_item(character_id: str):
"""
Use consumable item.
Request JSON:
{
"item_id": "health_potion_small"
}
"""
data = request.get_json()
item_id = data.get('item_id')
if not item_id:
return error_response("item_id required", 400)
try:
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
inventory_service = InventoryService(get_appwrite_service())
result = inventory_service.use_consumable(character, item_id)
# Save character
char_service.update_character(character)
return success_response(result)
except InventoryError as e:
return error_response(str(e), 400)
Register blueprint in /api/app/__init__.py
Acceptance Criteria:
- All inventory endpoints functional
- Authentication required
- Ownership validation enforced
- Errors handled gracefully
Task 2.5: Update Character Stats Calculation (4 hours)
Objective: Ensure get_effective_stats() includes equipped items
File: /api/app/models/character.py
Update Method:
def get_effective_stats(self) -> Stats:
"""
Calculate effective stats including base, equipment, skills, and effects.
Returns:
Stats instance with all modifiers applied
"""
# Start with base stats
effective = Stats(
strength=self.stats.strength,
defense=self.stats.defense,
speed=self.stats.speed,
intelligence=self.stats.intelligence,
resistance=self.stats.resistance,
vitality=self.stats.vitality,
spirit=self.stats.spirit
)
# Add bonuses from equipped items
from app.services.item_loader import ItemLoader
item_loader = ItemLoader()
for slot, item_id in self.equipped.items():
item = item_loader.get_item(item_id)
if not item:
continue
# Add item stat bonuses
if hasattr(item, 'stat_bonuses'):
for stat_name, bonus in item.stat_bonuses.items():
current_value = getattr(effective, stat_name)
setattr(effective, stat_name, current_value + bonus)
# Armor adds defense/resistance
if item.item_type == ItemType.ARMOR:
effective.defense += item.defense
effective.resistance += item.resistance
# Add bonuses from unlocked skills
for skill_id in self.unlocked_skills:
skill = self.skill_tree.get_skill_node(skill_id)
if skill and skill.stat_bonuses:
for stat_name, bonus in skill.stat_bonuses.items():
current_value = getattr(effective, stat_name)
setattr(effective, stat_name, current_value + bonus)
# Add temporary effects (buffs/debuffs)
for effect in self.active_effects:
if effect.effect_type in [EffectType.BUFF, EffectType.DEBUFF]:
modifier = effect.power * effect.stacks
if effect.effect_type == EffectType.DEBUFF:
modifier *= -1
current_value = getattr(effective, effect.stat_type)
new_value = max(1, current_value + modifier) # Min stat is 1
setattr(effective, effect.stat_type, new_value)
return effective
Acceptance Criteria:
- Equipped weapons add damage
- Equipped armor adds defense/resistance
- Stat bonuses from items apply correctly
- Skills still apply bonuses
- Effects still modify stats
Week 3: Combat UI
Task 3.1: Create Combat Template (1 day / 8 hours)
Objective: Build HTMX-powered combat interface
File: /public_web/templates/game/combat.html
Layout:
┌─────────────────────────────────────────────────────────────┐
│ COMBAT ENCOUNTER │
├───────────────┬─────────────────────────┬───────────────────┤
│ │ │ │
│ YOUR │ COMBAT LOG │ TURN ORDER │
│ CHARACTER │ │ ─────────── │
│ ───────── │ Goblin attacks you │ 1. Aragorn ✓ │
│ HP: ████ 80 │ for 12 damage! │ 2. Goblin │
│ MP: ███ 60 │ │ 3. Orc │
│ │ You attack Goblin │ │
│ ENEMY │ for 18 damage! │ ACTIVE EFFECTS │
│ ───────── │ CRITICAL HIT! │ ─────────── │
│ Goblin │ │ 🛡️ Defending │
│ HP: ██ 12 │ Goblin is stunned! │ (1 turn) │
│ │ │ │
│ │ ───────────────── │ │
│ │ ACTION BUTTONS │ │
│ │ ───────────────── │ │
│ │ [Attack] [Spell] │ │
│ │ [Item] [Defend] │ │
│ │ │ │
└───────────────┴─────────────────────────┴───────────────────┘
Implementation:
{% extends "base.html" %}
{% block title %}Combat - Code of Conquest{% endblock %}
{% block extra_head %}
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
{% endblock %}
{% block content %}
<div class="combat-container">
<h1 class="combat-title">⚔️ COMBAT ENCOUNTER</h1>
<div class="combat-grid">
{# Left Panel - Combatants #}
<aside class="combat-panel combat-combatants">
<div class="combatant-card player-card">
<h3>{{ character.name }}</h3>
<div class="hp-bar">
<div class="hp-fill" style="width: {{ (character.current_hp / character.stats.max_hp * 100)|int }}%"></div>
<span class="hp-text">HP: {{ character.current_hp }} / {{ character.stats.max_hp }}</span>
</div>
<div class="mp-bar">
<div class="mp-fill" style="width: {{ (character.current_mp / character.stats.max_mp * 100)|int }}%"></div>
<span class="mp-text">MP: {{ character.current_mp }} / {{ character.stats.max_mp }}</span>
</div>
</div>
<div class="vs-divider">VS</div>
{% for enemy in enemies %}
<div class="combatant-card enemy-card" id="enemy-{{ loop.index0 }}">
<h3>{{ enemy.name }}</h3>
<div class="hp-bar">
<div class="hp-fill enemy" style="width: {{ (enemy.current_hp / enemy.stats.max_hp * 100)|int }}%"></div>
<span class="hp-text">HP: {{ enemy.current_hp }} / {{ enemy.stats.max_hp }}</span>
</div>
{% if enemy.current_hp > 0 %}
<button class="btn btn-target" onclick="selectTarget('{{ enemy.combatant_id }}')">
Target
</button>
{% else %}
<span class="defeated-badge">DEFEATED</span>
{% endif %}
</div>
{% endfor %}
</aside>
{# Middle Panel - Combat Log & Actions #}
<section class="combat-panel combat-main">
<div class="combat-log" id="combat-log">
<h3>Combat Log</h3>
<div class="log-entries">
{% for entry in combat_log[-10:] %}
<div class="log-entry">{{ entry }}</div>
{% endfor %}
</div>
</div>
<div class="combat-actions" id="combat-actions">
<h3>Your Turn</h3>
<div class="action-buttons">
<button class="btn btn-action btn-attack"
hx-post="/combat/{{ combat_id }}/action"
hx-vals='{"action_type": "attack", "ability_id": "basic_attack", "target_id": ""}'
hx-target="#combat-container"
hx-swap="outerHTML">
⚔️ Attack
</button>
<button class="btn btn-action btn-spell"
onclick="openSpellMenu()">
✨ Cast Spell
</button>
<button class="btn btn-action btn-item"
onclick="openItemMenu()">
🎒 Use Item
</button>
<button class="btn btn-action btn-defend"
hx-post="/combat/{{ combat_id }}/action"
hx-vals='{"action_type": "defend"}'
hx-target="#combat-container"
hx-swap="outerHTML">
🛡️ Defend
</button>
</div>
</div>
</section>
{# Right Panel - Turn Order & Effects #}
<aside class="combat-panel combat-sidebar">
<div class="turn-order">
<h3>Turn Order</h3>
<ol>
{% for combatant_id in turn_order %}
<li class="{% if loop.index0 == current_turn_index %}active-turn{% endif %}">
{{ get_combatant_name(combatant_id) }}
{% if loop.index0 == current_turn_index %}✓{% endif %}
</li>
{% endfor %}
</ol>
</div>
<div class="active-effects">
<h3>Active Effects</h3>
{% for effect in character.active_effects %}
<div class="effect-badge {{ effect.effect_type }}">
{{ effect.name }} ({{ effect.duration }})
</div>
{% endfor %}
</div>
</aside>
</div>
</div>
{# Modal Container #}
<div id="modal-container"></div>
{% endblock %}
{% block scripts %}
<script>
let selectedTargetId = null;
function selectTarget(targetId) {
selectedTargetId = targetId;
// Update UI to show selected target
document.querySelectorAll('.btn-target').forEach(btn => {
btn.classList.remove('selected');
});
event.target.classList.add('selected');
}
function openSpellMenu() {
// TODO: Open modal with spell selection
}
function openItemMenu() {
// TODO: Open modal with item selection
}
// Auto-scroll combat log to bottom
const logDiv = document.querySelector('.log-entries');
if (logDiv) {
logDiv.scrollTop = logDiv.scrollHeight;
}
</script>
{% endblock %}
Also create /public_web/static/css/combat.css
Acceptance Criteria:
- 3-column layout works
- Combat log displays messages
- HP/MP bars update dynamically
- Action buttons trigger HTMX requests
- Turn order displays correctly
- Active effects shown
Task 3.2: Combat HTMX Integration (1 day / 8 hours)
Objective: Wire combat UI to API via HTMX
File: /public_web/app/views/combat.py
Implementation:
"""
Combat Views
Routes for combat UI.
"""
from flask import Blueprint, render_template, request, g, redirect, url_for
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
combat_bp = Blueprint('combat', __name__)
@combat_bp.route('/<combat_id>')
@require_auth
def combat_view(combat_id: str):
"""Display combat interface."""
api_client = APIClient()
try:
# Get combat state
response = api_client.get(f'/combat/{combat_id}/state')
combat_state = response['result']
return render_template(
'game/combat.html',
combat_id=combat_id,
combat_state=combat_state,
turn_order=combat_state['turn_order'],
current_turn_index=combat_state['current_turn_index'],
combat_log=combat_state['combat_log'],
character=combat_state['combatants'][0], # Player is first
enemies=combat_state['combatants'][1:] # Rest are enemies
)
except APIError as e:
logger.error(f"Failed to load combat {combat_id}: {e}")
return redirect(url_for('game.play'))
@combat_bp.route('/<combat_id>/action', methods=['POST'])
@require_auth
def combat_action(combat_id: str):
"""Process combat action (HTMX endpoint)."""
api_client = APIClient()
action_data = {
'action_type': request.form.get('action_type'),
'ability_id': request.form.get('ability_id'),
'target_id': request.form.get('target_id'),
'item_id': request.form.get('item_id')
}
try:
# Submit action to API
response = api_client.post(f'/combat/{combat_id}/action', json=action_data)
result = response['result']
# Check if combat ended
if result['combat_state']['status'] in ['victory', 'defeat']:
return redirect(url_for('combat.combat_results', combat_id=combat_id))
# Re-render combat view with updated state
return render_template(
'game/combat.html',
combat_id=combat_id,
combat_state=result['combat_state'],
turn_order=result['combat_state']['turn_order'],
current_turn_index=result['combat_state']['current_turn_index'],
combat_log=result['combat_state']['combat_log'],
character=result['combat_state']['combatants'][0],
enemies=result['combat_state']['combatants'][1:]
)
except APIError as e:
logger.error(f"Combat action failed: {e}")
return render_template('partials/error.html', error=str(e))
@combat_bp.route('/<combat_id>/results')
@require_auth
def combat_results(combat_id: str):
"""Display combat results (victory/defeat)."""
api_client = APIClient()
try:
response = api_client.get(f'/combat/{combat_id}/results')
results = response['result']
return render_template(
'game/combat_results.html',
victory=results['victory'],
xp_gained=results['xp_gained'],
gold_gained=results['gold_gained'],
loot=results['loot']
)
except APIError as e:
logger.error(f"Failed to load combat results: {e}")
return redirect(url_for('game.play'))
Register blueprint in /public_web/app/__init__.py:
from app.views.combat import combat_bp
app.register_blueprint(combat_bp, url_prefix='/combat')
Acceptance Criteria:
- Combat view loads from API
- Action buttons submit to API
- Combat state updates dynamically
- Combat results shown at end
- Errors handled gracefully
Task 3.3: Inventory UI (1 day / 8 hours)
Objective: Add inventory accordion to character panel
File: /public_web/templates/game/partials/character_panel.html
Add Inventory Section:
{# Existing character panel code #}
{# Add Inventory Accordion #}
<div class="panel-accordion" data-accordion="inventory">
<button class="panel-accordion-header" onclick="togglePanelAccordion(this)">
<span>Inventory <span class="count">({{ character.inventory|length }}/{{ inventory_max }})</span></span>
<span class="accordion-icon">▼</span>
</button>
<div class="panel-accordion-content">
<div class="inventory-grid">
{% for item in inventory %}
<div class="inventory-item {{ item.rarity }}"
hx-get="/inventory/{{ character.character_id }}/item/{{ item.item_id }}"
hx-target="#modal-container"
hx-swap="innerHTML">
<img src="{{ item.icon_url or '/static/img/items/default.png' }}" alt="{{ item.name }}">
<span class="item-name">{{ item.name }}</span>
</div>
{% endfor %}
</div>
</div>
</div>
{# Equipment Section #}
<div class="panel-accordion" data-accordion="equipment">
<button class="panel-accordion-header" onclick="togglePanelAccordion(this)">
<span>Equipment</span>
<span class="accordion-icon">▼</span>
</button>
<div class="panel-accordion-content">
<div class="equipment-slots">
<div class="equipment-slot">
<label>Weapon:</label>
{% if character.equipped.weapon %}
<span class="equipped-item">{{ get_item_name(character.equipped.weapon) }}</span>
<button class="btn-small"
hx-post="/inventory/{{ character.character_id }}/unequip"
hx-vals='{"slot": "weapon"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Unequip
</button>
{% else %}
<span class="empty-slot">Empty</span>
{% endif %}
</div>
<div class="equipment-slot">
<label>Helmet:</label>
{# Similar for helmet, chest, boots, etc. #}
</div>
</div>
</div>
</div>
Create /public_web/templates/game/partials/item_modal.html:
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content" onclick="event.stopPropagation()">
<div class="modal-header">
<h2 class="item-name {{ item.rarity }}">{{ item.name }}</h2>
<button class="modal-close" onclick="closeModal()">×</button>
</div>
<div class="modal-body">
<p class="item-description">{{ item.description }}</p>
<div class="item-stats">
{% if item.item_type == 'weapon' %}
<p><strong>Damage:</strong> {{ item.damage }}</p>
<p><strong>Crit Chance:</strong> {{ (item.crit_chance * 100)|int }}%</p>
{% elif item.item_type == 'armor' %}
<p><strong>Defense:</strong> {{ item.defense }}</p>
<p><strong>Resistance:</strong> {{ item.resistance }}</p>
{% elif item.item_type == 'consumable' %}
<p><strong>HP Restore:</strong> {{ item.hp_restore }}</p>
<p><strong>MP Restore:</strong> {{ item.mp_restore }}</p>
{% endif %}
</div>
<p class="item-value">Value: {{ item.value }} gold</p>
</div>
<div class="modal-footer">
{% if item.item_type == 'weapon' %}
<button class="btn btn-primary"
hx-post="/inventory/{{ character_id }}/equip"
hx-vals='{"item_id": "{{ item.item_id }}", "slot": "weapon"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Equip Weapon
</button>
{% elif item.item_type == 'consumable' %}
<button class="btn btn-primary"
hx-post="/inventory/{{ character_id }}/use"
hx-vals='{"item_id": "{{ item.item_id }}"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Use Item
</button>
{% endif %}
<button class="btn btn-secondary" onclick="closeModal()">Cancel</button>
</div>
</div>
</div>
Acceptance Criteria:
- Inventory displays in character panel
- Click item shows modal with details
- Equip/unequip works via HTMX
- Use consumable works
- Equipment slots show equipped items
Task 3.4: Combat Testing & Polish (1 day / 8 hours)
Objective: Playtest combat and fix bugs
Testing Checklist:
- Start combat from story session
- Turn order correct
- Attack deals damage
- Critical hits work
- Spells consume mana
- Effects apply and tick correctly
- Items can be used in combat
- Defend action works
- Victory awards XP/gold/loot
- Defeat handling works
- Combat log readable
- HP/MP bars update
- Multiple enemies work
- Combat state persists (refresh page)
Bug Fixes & Polish:
- Fix any calculation errors
- Improve combat log messages
- Add visual feedback (animations, highlights)
- Improve mobile responsiveness
- Add loading states
Acceptance Criteria:
- Combat flows smoothly start to finish
- No critical bugs
- UX feels responsive and clear
- Ready for real gameplay
Phase 4B: Skill Trees & Leveling (Week 4)
Task 4.1: Verify Skill Tree Data (2 hours)
Objective: Review skill system
Files to Review:
/api/app/models/skills.py- SkillNode, SkillTree, PlayerClass/api/app/data/skills/- Skill YAML files for all 8 classes
Verification Checklist:
- Skill trees loaded from YAML
- Each class has 2 skill trees
- Each tree has 5 tiers
- Prerequisites work correctly
- Stat bonuses apply correctly
Acceptance Criteria:
- All 8 classes have complete skill trees
- Unlock logic works
- Respec logic implemented
Task 4.2: Create Skill Tree Template (2 days / 16 hours)
Objective: Visual skill tree UI
File: /public_web/templates/character/skills.html
Layout:
┌─────────────────────────────────────────────────────────────┐
│ CHARACTER SKILL TREES │
├─────────────────────────────────────────────────────────────┤
│ │
│ Skill Points Available: 5 [Respec] ($$$)│
│ │
│ ┌────────────────────────┐ ┌────────────────────────┐ │
│ │ TREE 1: Combat │ │ TREE 2: Utility │ │
│ ├────────────────────────┤ ├────────────────────────┤ │
│ │ │ │ │ │
│ │ Tier 5: [⬢] [⬢] │ │ Tier 5: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 4: [⬢] [⬢] │ │ Tier 4: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 3: [⬢] [⬢] │ │ Tier 3: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 2: [✓] [⬢] │ │ Tier 2: [⬢] [✓] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 1: [✓] [✓] │ │ Tier 1: [✓] [✓] │ │
│ │ │ │ │ │
│ └────────────────────────┘ └────────────────────────┘ │
│ │
│ Legend: [✓] Unlocked [⬡] Available [⬢] Locked │
│ │
└─────────────────────────────────────────────────────────────┘
Implementation:
{% extends "base.html" %}
{% block title %}Skill Trees - {{ character.name }}{% endblock %}
{% block content %}
<div class="skills-container">
<div class="skills-header">
<h1>{{ character.name }}'s Skill Trees</h1>
<div class="skills-info">
<span class="skill-points">Skill Points: <strong>{{ character.skill_points }}</strong></span>
<button class="btn btn-warning btn-respec"
hx-post="/characters/{{ character.character_id }}/skills/respec"
hx-confirm="Respec costs {{ respec_cost }} gold. Continue?"
hx-target=".skills-container"
hx-swap="outerHTML">
Respec ({{ respec_cost }} gold)
</button>
</div>
</div>
<div class="skill-trees-grid">
{% for tree in character.skill_trees %}
<div class="skill-tree">
<h2 class="tree-name">{{ tree.name }}</h2>
<p class="tree-description">{{ tree.description }}</p>
<div class="tree-diagram">
{% for tier in range(5, 0, -1) %}
<div class="skill-tier" data-tier="{{ tier }}">
<span class="tier-label">Tier {{ tier }}</span>
<div class="skill-nodes">
{% for node in tree.get_nodes_by_tier(tier) %}
<div class="skill-node {{ get_node_status(node, character) }}"
data-skill-id="{{ node.skill_id }}"
hx-get="/skills/{{ node.skill_id }}/tooltip"
hx-target="#skill-tooltip"
hx-swap="innerHTML"
hx-trigger="mouseenter">
<div class="node-icon">
{% if node.skill_id in character.unlocked_skills %}
✓
{% elif character.can_unlock(node.skill_id) %}
⬡
{% else %}
⬢
{% endif %}
</div>
<span class="node-name">{{ node.name }}</span>
{% if character.can_unlock(node.skill_id) and character.skill_points > 0 %}
<button class="btn-unlock"
hx-post="/characters/{{ character.character_id }}/skills/unlock"
hx-vals='{"skill_id": "{{ node.skill_id }}"}'
hx-target=".skills-container"
hx-swap="outerHTML">
Unlock
</button>
{% endif %}
</div>
{# Draw prerequisite lines #}
{% if node.prerequisite_skill_id %}
<div class="prerequisite-line"></div>
{% endif %}
{% endfor %}
</div>
</div>
{% endfor %}
</div>
</div>
{% endfor %}
</div>
{# Skill Tooltip (populated via HTMX) #}
<div id="skill-tooltip" class="skill-tooltip"></div>
</div>
{% endblock %}
Also create /public_web/templates/character/partials/skill_tooltip.html:
<div class="tooltip-content">
<h3 class="skill-name">{{ skill.name }}</h3>
<p class="skill-description">{{ skill.description }}</p>
<div class="skill-bonuses">
<strong>Bonuses:</strong>
<ul>
{% for stat, bonus in skill.stat_bonuses.items() %}
<li>+{{ bonus }} {{ stat|title }}</li>
{% endfor %}
</ul>
</div>
{% if skill.prerequisite_skill_id %}
<p class="prerequisite">
<strong>Requires:</strong> {{ get_skill_name(skill.prerequisite_skill_id) }}
</p>
{% endif %}
</div>
Acceptance Criteria:
- Dual skill tree layout works
- 5 tiers × 2 nodes per tree displayed
- Locked/available/unlocked states visual
- Prerequisite lines drawn
- Hover shows tooltip
- Mobile responsive
Task 4.3: Skill Unlock HTMX (4 hours)
Objective: Click to unlock skills
File: /public_web/app/views/skills.py
"""
Skill Views
Routes for skill tree UI.
"""
from flask import Blueprint, render_template, request, g
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
skills_bp = Blueprint('skills', __name__)
@skills_bp.route('/<skill_id>/tooltip', methods=['GET'])
@require_auth
def skill_tooltip(skill_id: str):
"""Get skill tooltip (HTMX partial)."""
# Load skill data
# Return rendered tooltip
pass
@skills_bp.route('/characters/<character_id>/skills', methods=['GET'])
@require_auth
def character_skills(character_id: str):
"""Display character skill trees."""
api_client = APIClient()
try:
# Get character
response = api_client.get(f'/characters/{character_id}')
character = response['result']
# Calculate respec cost
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost
)
except APIError as e:
logger.error(f"Failed to load skills: {e}")
return render_template('partials/error.html', error=str(e))
@skills_bp.route('/characters/<character_id>/skills/unlock', methods=['POST'])
@require_auth
def unlock_skill(character_id: str):
"""Unlock skill (HTMX endpoint)."""
api_client = APIClient()
skill_id = request.form.get('skill_id')
try:
# Unlock skill via API
response = api_client.post(
f'/characters/{character_id}/skills/unlock',
json={'skill_id': skill_id}
)
# Re-render skill trees
character = response['result']['character']
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost
)
except APIError as e:
logger.error(f"Failed to unlock skill: {e}")
return render_template('partials/error.html', error=str(e))
Acceptance Criteria:
- Click available node unlocks skill
- Skill points decrease
- Stat bonuses apply immediately
- Prerequisites enforced
- UI updates without page reload
Task 4.4: Respec Functionality (4 hours)
Objective: Respec button with confirmation
Implementation: (in skills_bp)
@skills_bp.route('/characters/<character_id>/skills/respec', methods=['POST'])
@require_auth
def respec_skills(character_id: str):
"""Respec all skills."""
api_client = APIClient()
try:
response = api_client.post(f'/characters/{character_id}/skills/respec')
character = response['result']['character']
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost,
message="Skills reset! All skill points refunded."
)
except APIError as e:
logger.error(f"Failed to respec: {e}")
return render_template('partials/error.html', error=str(e))
Acceptance Criteria:
- Respec button costs gold
- Confirmation modal shown
- All skills reset
- Skill points refunded
- Gold deducted
Task 4.5: XP & Leveling System (1 day / 8 hours)
Objective: Award XP after combat, level up grants skill points
File: /api/app/services/leveling_service.py
"""
Leveling Service
Manages XP gain and level ups.
"""
from app.models.character import Character
from app.utils.logging import get_logger
logger = get_logger(__file__)
class LevelingService:
"""Service for XP and leveling."""
@staticmethod
def xp_required_for_level(level: int) -> int:
"""
Calculate XP required for a given level.
Formula: 100 * (level ^ 2)
"""
return 100 * (level ** 2)
@staticmethod
def award_xp(character: Character, xp_amount: int) -> dict:
"""
Award XP to character and check for level up.
Args:
character: Character instance
xp_amount: XP to award
Returns:
Dict with leveled_up, new_level, skill_points_gained
"""
character.experience += xp_amount
leveled_up = False
levels_gained = 0
# Check for level ups (can level multiple times)
while character.experience >= LevelingService.xp_required_for_level(character.level + 1):
character.level += 1
character.skill_points += 1
levels_gained += 1
leveled_up = True
logger.info(f"Character {character.character_id} leveled up to {character.level}")
return {
'leveled_up': leveled_up,
'new_level': character.level if leveled_up else None,
'skill_points_gained': levels_gained,
'xp_gained': xp_amount
}
Update Combat Results Endpoint:
# In /api/app/api/combat.py
@combat_bp.route('/<combat_id>/results', methods=['GET'])
@require_auth
def get_combat_results(combat_id: str):
"""Get combat results with XP/loot."""
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
if encounter.status != CombatStatus.VICTORY:
return error_response("Combat not won", 400)
# Calculate XP (based on enemy difficulty)
xp_gained = sum(enemy.level * 50 for enemy in encounter.combatants if not enemy.is_player)
# Award XP to character
char_service = get_character_service()
character = char_service.get_character(encounter.character_id, g.user_id)
from app.services.leveling_service import LevelingService
level_result = LevelingService.award_xp(character, xp_gained)
# Award gold
gold_gained = sum(enemy.level * 25 for enemy in encounter.combatants if not enemy.is_player)
character.gold += gold_gained
# Generate loot (TODO: implement loot tables)
loot = []
# Save character
char_service.update_character(character)
return success_response({
'victory': True,
'xp_gained': xp_gained,
'gold_gained': gold_gained,
'loot': loot,
'level_up': level_result
})
Create Level Up Modal Template:
File: /public_web/templates/game/partials/level_up_modal.html
<div class="modal-overlay">
<div class="modal-content level-up-modal">
<div class="modal-header">
<h2>🎉 LEVEL UP! 🎉</h2>
</div>
<div class="modal-body">
<p class="level-up-text">
Congratulations! You've reached <strong>Level {{ new_level }}</strong>!
</p>
<div class="level-up-rewards">
<p>You gained:</p>
<ul>
<li>+1 Skill Point</li>
<li>+{{ stat_increases.vitality }} Vitality</li>
<li>+{{ stat_increases.spirit }} Spirit</li>
</ul>
</div>
</div>
<div class="modal-footer">
<button class="btn btn-primary" onclick="closeModal()">Awesome!</button>
<a href="/characters/{{ character_id }}/skills" class="btn btn-secondary">
View Skill Trees
</a>
</div>
</div>
</div>
Acceptance Criteria:
- XP awarded after combat victory
- Level up triggers at XP threshold
- Skill points granted on level up
- Level up modal shown
- Character stats increase
Phase 4C: NPC Shop (Days 15-18)
Task 5.1: Define Shop Inventory (4 hours)
Objective: Create YAML for shop items
File: /api/app/data/shop/general_store.yaml
shop_id: "general_store"
shop_name: "General Store"
shop_description: "A well-stocked general store with essential supplies."
shopkeeper_name: "Merchant Guildmaster"
inventory:
# Weapons
- item_id: "iron_sword"
stock: -1 # Unlimited stock (-1)
price: 50
- item_id: "oak_bow"
stock: -1
price: 45
# Armor
- item_id: "leather_helmet"
stock: -1
price: 30
- item_id: "leather_chest"
stock: -1
price: 60
# Consumables
- item_id: "health_potion_small"
stock: -1
price: 10
- item_id: "health_potion_medium"
stock: -1
price: 30
- item_id: "mana_potion_small"
stock: -1
price: 15
- item_id: "antidote"
stock: -1
price: 20
Acceptance Criteria:
- Shop inventory defined in YAML
- Mix of weapons, armor, consumables
- Reasonable pricing
- Unlimited stock for basics
Task 5.2: Shop API Endpoints (4 hours)
Objective: Create shop endpoints
File: /api/app/api/shop.py
"""
Shop API Blueprint
Endpoints:
- GET /api/v1/shop/inventory - Browse shop items
- POST /api/v1/shop/purchase - Purchase item
"""
from flask import Blueprint, request, g
from app.services.shop_service import ShopService
from app.services.character_service import get_character_service
from app.services.appwrite_service import get_appwrite_service
from app.utils.response import success_response, error_response
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
shop_bp = Blueprint('shop', __name__)
@shop_bp.route('/inventory', methods=['GET'])
@require_auth
def get_shop_inventory():
"""Get shop inventory."""
shop_service = ShopService()
inventory = shop_service.get_shop_inventory("general_store")
return success_response({
'shop_name': "General Store",
'inventory': [
{
'item': item.to_dict(),
'price': price,
'in_stock': True
}
for item, price in inventory
]
})
@shop_bp.route('/purchase', methods=['POST'])
@require_auth
def purchase_item():
"""
Purchase item from shop.
Request JSON:
{
"character_id": "char_abc",
"item_id": "iron_sword",
"quantity": 1
}
"""
data = request.get_json()
character_id = data.get('character_id')
item_id = data.get('item_id')
quantity = data.get('quantity', 1)
# Get character
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
# Purchase item
shop_service = ShopService()
try:
result = shop_service.purchase_item(
character,
"general_store",
item_id,
quantity
)
# Save character
char_service.update_character(character)
return success_response(result)
except Exception as e:
return error_response(str(e), 400)
Also create /api/app/services/shop_service.py:
"""
Shop Service
Manages NPC shop inventory and purchases.
"""
import yaml
from typing import List, Tuple
from app.models.items import Item
from app.models.character import Character
from app.services.item_loader import ItemLoader
from app.utils.logging import get_logger
logger = get_logger(__file__)
class ShopService:
"""Service for NPC shops."""
def __init__(self):
self.item_loader = ItemLoader()
self.shops = self._load_shops()
def _load_shops(self) -> dict:
"""Load all shop data from YAML."""
shops = {}
with open('app/data/shop/general_store.yaml', 'r') as f:
shop_data = yaml.safe_load(f)
shops[shop_data['shop_id']] = shop_data
return shops
def get_shop_inventory(self, shop_id: str) -> List[Tuple[Item, int]]:
"""
Get shop inventory.
Returns:
List of (Item, price) tuples
"""
shop = self.shops.get(shop_id)
if not shop:
return []
inventory = []
for item_data in shop['inventory']:
item = self.item_loader.get_item(item_data['item_id'])
price = item_data['price']
inventory.append((item, price))
return inventory
def purchase_item(
self,
character: Character,
shop_id: str,
item_id: str,
quantity: int = 1
) -> dict:
"""
Purchase item from shop.
Args:
character: Character instance
shop_id: Shop ID
item_id: Item to purchase
quantity: Quantity to buy
Returns:
Purchase result dict
Raises:
ValueError: If insufficient gold or item not found
"""
shop = self.shops.get(shop_id)
if not shop:
raise ValueError("Shop not found")
# Find item in shop inventory
item_data = next(
(i for i in shop['inventory'] if i['item_id'] == item_id),
None
)
if not item_data:
raise ValueError("Item not available in shop")
price = item_data['price'] * quantity
# Check if character has enough gold
if character.gold < price:
raise ValueError(f"Not enough gold. Need {price}, have {character.gold}")
# Deduct gold
character.gold -= price
# Add items to inventory
for _ in range(quantity):
if item_id not in character.inventory_item_ids:
character.inventory_item_ids.append(item_id)
else:
# Item already exists, increment stack (if stackable)
# For now, just add multiple entries
character.inventory_item_ids.append(item_id)
logger.info(f"Character {character.character_id} purchased {quantity}x {item_id} for {price} gold")
return {
'item_purchased': item_id,
'quantity': quantity,
'total_cost': price,
'gold_remaining': character.gold
}
Acceptance Criteria:
- Shop inventory endpoint works
- Purchase endpoint validates gold
- Items added to inventory
- Gold deducted
- Transactions logged
Task 5.3: Shop UI (1 day / 8 hours)
Objective: Shop browse and purchase interface
File: /public_web/templates/shop/index.html
{% extends "base.html" %}
{% block title %}Shop - Code of Conquest{% endblock %}
{% block content %}
<div class="shop-container">
<div class="shop-header">
<h1>🏪 {{ shop_name }}</h1>
<p class="shopkeeper">Shopkeeper: {{ shopkeeper_name }}</p>
<p class="player-gold">Your Gold: <strong>{{ character.gold }}</strong></p>
</div>
<div class="shop-inventory">
{% for item_entry in inventory %}
<div class="shop-item-card {{ item_entry.item.rarity }}">
<div class="item-header">
<h3>{{ item_entry.item.name }}</h3>
<span class="item-price">{{ item_entry.price }} gold</span>
</div>
<p class="item-description">{{ item_entry.item.description }}</p>
<div class="item-stats">
{% if item_entry.item.item_type == 'weapon' %}
<span>⚔️ Damage: {{ item_entry.item.damage }}</span>
{% elif item_entry.item.item_type == 'armor' %}
<span>🛡️ Defense: {{ item_entry.item.defense }}</span>
{% elif item_entry.item.item_type == 'consumable' %}
<span>❤️ Restores: {{ item_entry.item.hp_restore }} HP</span>
{% endif %}
</div>
<button class="btn btn-primary btn-purchase"
{% if character.gold < item_entry.price %}disabled{% endif %}
hx-post="/shop/purchase"
hx-vals='{"character_id": "{{ character.character_id }}", "item_id": "{{ item_entry.item.item_id }}"}'
hx-target=".shop-container"
hx-swap="outerHTML">
{% if character.gold >= item_entry.price %}
Purchase
{% else %}
Not Enough Gold
{% endif %}
</button>
</div>
{% endfor %}
</div>
</div>
{% endblock %}
Create view in /public_web/app/views/shop.py:
"""
Shop Views
"""
from flask import Blueprint, render_template, request, g
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
shop_bp = Blueprint('shop', __name__)
@shop_bp.route('/')
@require_auth
def shop_index():
"""Display shop."""
api_client = APIClient()
try:
# Get shop inventory
shop_response = api_client.get('/shop/inventory')
inventory = shop_response['result']['inventory']
# Get character (for gold display)
char_response = api_client.get(f'/characters/{g.character_id}')
character = char_response['result']
return render_template(
'shop/index.html',
shop_name="General Store",
shopkeeper_name="Merchant Guildmaster",
inventory=inventory,
character=character
)
except APIError as e:
logger.error(f"Failed to load shop: {e}")
return render_template('partials/error.html', error=str(e))
@shop_bp.route('/purchase', methods=['POST'])
@require_auth
def purchase():
"""Purchase item (HTMX endpoint)."""
api_client = APIClient()
purchase_data = {
'character_id': request.form.get('character_id'),
'item_id': request.form.get('item_id'),
'quantity': 1
}
try:
response = api_client.post('/shop/purchase', json=purchase_data)
# Reload shop
return shop_index()
except APIError as e:
logger.error(f"Purchase failed: {e}")
return render_template('partials/error.html', error=str(e))
Acceptance Criteria:
- Shop displays all items
- Item cards show stats and price
- Purchase button disabled if not enough gold
- Purchase adds item to inventory
- Gold updates dynamically
- UI refreshes after purchase
Task 5.4: Transaction Logging (2 hours)
Objective: Log all shop purchases
File: /api/app/models/transaction.py
"""
Transaction Model
Tracks all gold transactions (shop, trades, etc.)
"""
from dataclasses import dataclass, field
from datetime import datetime
from typing import Dict, Any
@dataclass
class Transaction:
"""Represents a gold transaction."""
transaction_id: str
transaction_type: str # "shop_purchase", "trade", "quest_reward", etc.
character_id: str
amount: int # Negative for expenses, positive for income
description: str
timestamp: datetime = field(default_factory=datetime.utcnow)
metadata: Dict[str, Any] = field(default_factory=dict)
def to_dict(self) -> Dict[str, Any]:
"""Serialize to dict."""
return {
"transaction_id": self.transaction_id,
"transaction_type": self.transaction_type,
"character_id": self.character_id,
"amount": self.amount,
"description": self.description,
"timestamp": self.timestamp.isoformat(),
"metadata": self.metadata
}
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Transaction':
"""Deserialize from dict."""
return cls(
transaction_id=data["transaction_id"],
transaction_type=data["transaction_type"],
character_id=data["character_id"],
amount=data["amount"],
description=data["description"],
timestamp=datetime.fromisoformat(data["timestamp"]),
metadata=data.get("metadata", {})
)
Update ShopService.purchase_item() to log transaction:
# In shop_service.py
def purchase_item(...):
# ... existing code ...
# Log transaction
from app.models.transaction import Transaction
import uuid
transaction = Transaction(
transaction_id=str(uuid.uuid4()),
transaction_type="shop_purchase",
character_id=character.character_id,
amount=-price,
description=f"Purchased {quantity}x {item_id} from {shop_id}",
metadata={
"shop_id": shop_id,
"item_id": item_id,
"quantity": quantity,
"unit_price": item_data['price']
}
)
# Save to database
from app.services.appwrite_service import get_appwrite_service
appwrite = get_appwrite_service()
appwrite.create_document("transactions", transaction.transaction_id, transaction.to_dict())
# ... rest of code ...
Acceptance Criteria:
- All purchases logged to database
- Transaction records complete
- Can query transaction history
Success Criteria - Phase 4 Complete
Combat System
- Turn-based combat works end-to-end
- Damage calculations correct (physical, magical, critical)
- Effects process correctly (DOT, HOT, buffs, debuffs, shields, stun)
- Combat UI functional and responsive
- Victory awards XP, gold, loot
- Combat state persists
Inventory System
- Inventory displays in UI
- Equip/unequip items works
- Consumables can be used
- Equipment affects character stats
- Item YAML data loaded correctly
Skill Trees
- Visual skill tree UI works
- Prerequisites enforced
- Unlock skills with skill points
- Respec functionality works
- Stat bonuses apply immediately
Leveling
- XP awarded after combat
- Level up triggers at threshold
- Skill points granted on level up
- Level up modal shown
- Character stats increase
NPC Shop
- Shop inventory displays
- Purchase validation works
- Items added to inventory
- Gold deducted correctly
- Transactions logged
Next Steps After Phase 4
Once Phase 4 is complete, you'll have a fully playable combat game with progression. The next logical phases are:
Phase 5: Story Progression & Quests (Original Phase 4 from roadmap)
- AI-driven story progression
- Action prompts (button-based gameplay)
- Quest system (YAML-driven, context-aware)
- Full gameplay loop: Explore → Combat → Quests → Level Up
Phase 6: Multiplayer Sessions
- Invite-based co-op
- Time-limited sessions
- AI-generated campaigns
Phase 7: Marketplace & Economy
- Player-to-player trading
- Auction system
- Economy balancing
Appendix: Testing Strategy
Manual Testing Checklist
Combat:
- Start combat from story
- Turn order correct
- Attack deals damage
- Spells work
- Items usable in combat
- Defend action
- Victory conditions
- Defeat handling
Inventory:
- Add items
- Remove items
- Equip weapons
- Equip armor
- Use consumables
- Inventory UI updates
Skills:
- View skill trees
- Unlock skills
- Prerequisites enforced
- Stat bonuses apply
- Respec works
Shop:
- Browse inventory
- Purchase items
- Insufficient gold handling
- Transaction logging
Document Maintenance
Update this document as you complete tasks:
- Mark tasks complete with ✅
- Add notes about implementation decisions
- Update time estimates based on actual progress
- Document any blockers or challenges
Good luck with Phase 4 implementation! 🚀